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EDIT: I did load up one game where I was in trouble and all the ships attacking me had vanished, this was after several attempts at trying to escape, maybe the game took mercy on me to let me continue?
https://steamcommunity.com/app/290300/discussions/0/483367798513622760/
If you quit and reload in a fight with <25% health it will move you out of combat. It's hacky and not documented in-game, but it's a way out.
If you now have multiple saves you may need to change the savegame name like:
savegame2.dat
savegame3.dat
etc.
as to not overwrite a save
It might not be perfect but it's not 'dumb'. The developers aren't dumb. Doing it the way they did is the best way a pair of really smart dudes could come up with.
I don't see how performance has anything to do with save states unless your thoughts never go past autosaves.
But even if we're talking exclusively about autosaves, they still have a savegame menu that you can access from the main menu which could easily list the last few autosaves made like e.g. Skyrim does.
So no, I personally don't understand why players in this game are limited to one single save state, which can so easily be overwritten by accident.
As far as I know you have one backup, but one is unlikely to even be enough, since in this, not exactly untypical case, he exited the game to reload a previous state, overwriting his current save, then loaded the game just to realize that was overwritten, and after that likely exited the game to write this post, which overwrote his backup save in the process.
In Torchlight this kind of save-system worked well enough, since in that game, you can barely even get yourself into a situation where you're suddenly surrounded by enemies, whom you have no chance of escaping from.
RG, on the other hand, can easily get you stuck in those situations.
You sound like you don't know what you're talking about. Firstly, the fact the game state can be saved AT ALL and works does not change what will be saved in it, if you change WHEN you can save or how often, i.e. quicksave. How would the save system cause stuttering if you could quicksave anywhere? You've never developed a game before have you? The hardest part is having a save system, this game does. The developers won't change the save system simply because they prefer to leave it as it is because that's how they envision it, and it is a dumb system because coupled with the janky scaling system, causes more harm than good. You could put off the odd one or two posts about these sort of situations as people being 'cry babies' but when you have post after post seeping through, you know there's more going on here.
Don't get me wrong, I love this game and will continue to play it, foibles and all, it's worth it and it's amazing it is made by 2 people, but that only emphasizes to me that with more people more could be done, i.e. less emphasis on the scaling system and more emphasis on more hand crafted sectors and areas. I.e the difference between Oblivion and Morrowind.
I suppose I don't get all the uproar. I've been playing "video games" since the days of the Coleco Pong console (late 1970's). I've played many games that didn't have auto saves and such. Many more required you to reach a save point or finish a level...no other options. Many more required manual saves on the player's part. Have we gotten that spoiled that games that don't "do everything" for us are deemed substandard just because of that?
While you're there make yourself useful and cut the grass please.
"There were big problems with doing it because of how MUCH stuff gets saved. Lots of little objects out there, and it takes about a second to compress it all down, which would cause a stutter (and can''t be threaded, because all the stuff has to stop moving so I can store it!)"
I hope the mower has gas in it....and a push button starter. ;)
Being able to save from the menu without having to quit to the main screen would be nice, and certainly more intuitive.